idk why I dont have a cursor

This commit is contained in:
Magpie490 2025-06-02 16:22:24 +01:00
parent 64c9d3694d
commit e22f5e5844
59 changed files with 14361 additions and 7042 deletions

View file

@ -16,19 +16,7 @@ feudal_government = {
primary_holding = castle_holding
required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract = {
feudal_government_taxes
feudal_government_levies
special_contract
religious_rights
fortification_rights
coinage_rights
succession_rights
war_declaration_rights
council_rights
title_revocation_rights
jizya_special_rights
}
vassal_contract_group = feudal_vassal
ai = {
use_legends = yes
@ -37,6 +25,7 @@ feudal_government = {
flag = may_elevate_co_monarch
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_feudal
flag = government_is_settled
color = hsv{ 0.67 1.00 0.78 }
}
@ -46,21 +35,27 @@ republic_government = {
required_county_holdings = { city_holding castle_holding church_holding }
government_rules = {
inherit_from_dynastic_government = no
create_cadet_branches = yes
rulers_should_have_dynasty = yes
legitimacy = yes
inherit_from_dynastic_government = no
landless_playable = yes
}
domicile_type = estate
ai = {
use_legends = yes
arrange_marriage = no
use_goals = no
use_scripted_guis = no
perform_religious_reformation = no
use_legends = no
}
vassal_contract = { republic_government_obligations }
vassal_contract_group = republic_vassal
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_special_republic
flag = government_is_settled
color = hsv{ 0.00 1.00 0.98 }
}
@ -76,7 +71,7 @@ theocracy_government = {
}
primary_holding = church_holding
valid_holdings = { castle_holding }
valid_holdings = { castle_holding tribal_holding nomad_holding herder_holding }
required_county_holdings = { church_holding castle_holding city_holding }
ai = {
@ -91,16 +86,15 @@ theocracy_government = {
}
}
vassal_contract = { theocracy_government_obligations }
vassal_contract_group = theocracy_vassal
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_theocracy
flag = government_is_settled
color = hsv{ 0.00 0.00 0.78 }
}
### Brief: clan_government
# This is referenced in code
#
clan_government = {
government_rules = {
create_cadet_branches = yes
@ -124,15 +118,7 @@ clan_government = {
house_unity = clan_house_unity
tax_slot_type = clan_tax_slot
vassal_contract = {
clan_tax_collector_obligations
special_contract
religious_rights
war_declaration_rights
council_rights
title_revocation_rights
marriage_favor_rights
}
vassal_contract_group = clan_vassal
ai = {
use_legends = yes
@ -142,19 +128,12 @@ clan_government = {
scope:vassal = {
if = {
limit = {
is_powerful_vassal = yes
NOT = {
is_allied_to = scope:liege
}
}
if = {
limit = {
is_powerful_vassal = yes
}
value = clan_powerful_vassal_no_alliance_opinion_penalty_value
}
else = {
value = clan_vassal_no_alliance_opinion_penalty_value
}
value = clan_powerful_vassal_no_alliance_opinion_penalty_value
}
}
}
@ -171,23 +150,13 @@ clan_government = {
}
desc = "GOVERNMENT_CLAN_NOT_ALLIED_POWERFUL"
}
triggered_desc = {
trigger = {
scope:vassal = {
NOT = {
is_allied_to = scope:liege
}
is_powerful_vassal = no
}
}
desc = "GOVERNMENT_CLAN_NOT_ALLIED"
}
}
}
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_clan
flag = may_appoint_viziers
flag = government_is_settled
color = hsv{ 0.39 0.93 0.54 }
}
@ -209,7 +178,7 @@ tribal_government = {
always_use_patronym = yes
affected_by_development = no
vassal_contract = { tribal_government_obligations }
vassal_contract_group = tribal_vassal
ai = {
use_legends = yes
@ -233,6 +202,7 @@ tribal_government = {
flag = may_elevate_co_monarch
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_tribal
flag = government_is_settled
color = hsv{ 0.02 0.75 0.36 }
}
@ -294,6 +264,11 @@ holy_order_government = {
color = hsv{ 0.00 0.00 0.66 }
}
### Brief: administrative_government
# Default administrative government, used for Byzantium
#
# This is referenced in code
#
administrative_government = {
government_rules = {
create_cadet_branches = yes
@ -306,7 +281,8 @@ administrative_government = {
#state_faith = yes
use_as_base_on_landed = yes
use_as_base_on_rank_up = yes
#inherit_from_dynastic_government = no
inherit_from_dynastic_government = no
sticky_government = yes
}
domicile_type = estate
@ -317,35 +293,30 @@ administrative_government = {
valid_holdings = { city_holding }
required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract = {
administrative_obligations
administrative_themes
}
vassal_contract_group = admin_vassal
character_modifier = {
#levy_size = -0.2
#feudal_government_tax_contribution_mult = -0.2
#feudal_government_levy_contribution_mult = -0.2
#clan_government_tax_contribution_mult = -0.2
#clan_government_levy_contribution_mult = -0.2
#men_at_arms_cap = -1
#men_at_arms_limit = -1
#knight_limit = -3
#vassal_limit = 100
#active_accolades = -1
#title_creation_cost_mult = -0.5
vassal_limit = 100
active_accolades = -1
title_creation_cost_mult = -0.5
}
# Use flags instead of has_government = administrative_government for moddability if possible (i.e., wherever not visible to the player).
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_administrative
# These flags only exist for loc and in-game descriptions
flag = government_has_influence
flag = government_has_title_men_at_arms
flag = government_has_powerful_families
flag = government_is_settled
color = { 72 6 92 }
}
### Brief: landless_adventurer_government
# Default landless adventurer government
#
# This is referenced in code
#
landless_adventurer_government = {
government_rules = {
court_generate_spouses = no
@ -358,6 +329,7 @@ landless_adventurer_government = {
mercenary = yes
allow_out_of_realm_inheritance = yes
use_as_base_on_landed = yes
use_maa_maintenance = no
}
domicile_type = camp
@ -395,7 +367,131 @@ landless_adventurer_government = {
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = cannot_be_vassal_or_liege
flag = adult_rulers_only
flag = government_is_landless_adventurer
color = hsv{ 0.00 0.00 0.66 }
}
### Brief: nomad_government
# Default nomad government, used for the Steppe Region
#
# This is referenced in code
#
nomad_government = {
government_rules = {
create_cadet_branches = yes
rulers_should_have_dynasty = yes
dynasty_named_realms = no
royal_court = yes
landless_playable = yes
legitimacy = yes
use_as_base_on_rank_up = yes
use_as_base_on_landed = yes
conditional_maa_refill = yes
uses_county_fertility = yes
uses_culture_and_house_head_named_realms = yes
sticky_government = yes
obedience = yes
subject_men_at_arms = yes
no_capital_movement_cooldown = yes
}
domicile_type = yurt
primary_holding = nomad_holding
valid_holdings = { nomad_holding castle_holding tribal_holding }
required_county_holdings = { nomad_holding }
generated_character_template = nomadic_chieftain_character
affected_by_development = no
max_dread = 150
vassal_contract_group = nomad_vassal
character_modifier = {
steppe_travel_danger = steppe_high_danger_reduction
plains_travel_danger = steppe_high_danger_reduction
drylands_travel_danger = drylands_medium_danger_reduction
mountains_travel_danger = mountains_medium_danger_reduction
steppe_cancel_negative_supply = yes
ignore_negative_opinion_of_culture = yes
county_fertility_decline_add = -15
movement_speed = 0.1
movement_speed_land_raiding = 0.1
the_great_steppe_supply_limit_add = 10000
game_rule_extra_nomads_arabs_supply_limit_add = 10000
game_rule_extra_nomads_horn_supply_limit_add = 10000
game_rule_extra_nomads_sahel_supply_limit_add = 10000
game_rule_extra_nomads_sami_supply_limit_add = 10000
game_rule_extra_nomads_tibet_supply_limit_add = 10000
domain_limit = -1
ai_war_cooldown = -0.5
ai_war_chance = 2
men_at_arms_maintenance = -0.5
supply_duration = 1
county_opinion_add = 25
title_creation_cost_mult = -0.5
}
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_nomadic
flag = government_can_raid_rule
flag = government_can_use_tributary_men_at_arms
flag = can_start_war_with_raised_troops
flag = ignores_faith_marriage_penalties
flag = no_hostile_attrition_in_steppe # Done in code, here for loc
flag = movement_speed_from_government
flag = land_raiding_movement_speed_from_government
flag = can_raze_holdings
# These flags only exist for loc and in-game descriptions
color = { 255 127 80 }
}
### Brief: herder_government
# Default herder government, used for the Steppe Region
#
# This is referenced in code
#
herder_government = {
primary_holding = herder_holding
valid_holdings = { herder_holding castle_holding tribal_holding }
required_county_holdings = { herder_holding }
generated_character_template = herder_character
government_rules = {
court_generate_spouses = no
council = no
create_cadet_branches = no
rulers_should_have_dynasty = no
uses_county_fertility = yes
replenishes_county_fertility = yes
deny_powerful_vassal = yes
redirects_wars_to_overlord = yes
}
character_modifier = {
knight_limit = -100
active_accolades = -100
county_opinion_add = 100
monthly_income_mult = -10
}
ai = {
use_lifestyle = no
arrange_marriage = no
use_goals = no
use_decisions = no
use_scripted_guis = no
use_legends = no
perform_religious_reformation = no
}
vassal_contract_group = herder_vassal
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_herder
flag = ignores_faith_marriage_penalties
color = { 235 213 52 }
}